Contents of this document
- Revenue increase: contribution from HUNTER×HUNTER NEN×SURVIVOR (amount not disclosed)
- Revenue decrease: profitability issues with certain titles under operation (amount not disclosed)
- Operating profit increase: profit contribution from HUNTER×HUNTER NEN×SURVIVOR (amount not disclosed)
- Operating profit decrease: impact of losses from certain titles under operation and continued development investment (amount not disclosed)
- Joint development of a new mobile game with Sanrio Company, Ltd.
- Expansion of collaboration on leading IP
- Restarting new development of original titles
- Refining the SEED platform and transitioning to AI-driven development
- Improving the profitability of certain titles under operation
- Cumulative downloads (Crash Fever)1,600 10,000 downloads
- Cumulative downloads (Jump Ti Heroes)2,200 10,000 downloads
- Company-wide generative AI adoption rate100 %
- Global mobile gaming market¥12.6 trillion 2024
- Japan's mobile gaming market as a percentage of the global market13 %
- Target size of the overseas market for Japanese content¥20 trillion 2033
| Item | Details |
|---|---|
| Document type | Earnings presentation |
| Fiscal Period Covered | FY ending August 2026, third quarter |
| Net Sales | ¥1,448 million (YoY -11.8%) |
| Operating profit | ¥-167 million |
| Gross Profit Margin | Rate 24.1% (standalone third quarter) / Year-on-year change (points) Not disclosed |
| Selling, general and administrative expenses | ¥137 million |
| Results for the three months of the current quarter | Net Sales ¥465 million / Operating profit ¥-25 million / Ordinary income ¥-29 million / Net income for the current fiscal year ¥-30 million |
| Breakdown of Factors Affecting the Change | Revenue increase: contribution from HUNTER×HUNTER NEN×SURVIVOR (amount not disclosed), Revenue decrease: profitability issues with certain titles under operation (amount not disclosed), Operating profit increase: profit contribution from HUNTER×HUNTER NEN×SURVIVOR (amount not disclosed), Operating profit decrease: impact of losses from certain titles under operation and continued development investment (amount not disclosed) |
| Key KPIs | Indicator name Cumulative downloads (Crash Fever) / Value 1,600 10,000 downloads / Year on year against the same period last year Not disclosed, Indicator name Cumulative downloads (Jump Ti Heroes) / Value 2,200 10,000 downloads / Year on year against the same period last year Not disclosed, Indicator name Company-wide generative AI adoption rate / Value 100 % / Year on year against the same period last year Not disclosed |
| Number of employees | Number of Employees 126 People (as of the end of May 2026) / Change during the period Fiscal year ending August 2026: 130 people in Q1, 128 in Q2, and 126 in Q3 |
| Annual Dividend | No dividend is planned for the fiscal year ending August 2026. The interim and year-end breakdown is Not disclosed |
| Market Size / Share | Market Global mobile gaming market / Value ¥12.6 trillion (2024), Market Japan's mobile gaming market as a percentage of the global market / Value 13 %, Market Target size of the overseas market for Japanese content / Value ¥20 trillion (2033) |
| New initiatives | Joint development of a new mobile game with Sanrio Company, Ltd., Expansion of collaboration on leading IP, Restarting new development of original titles, Refining the SEED platform and transitioning to AI-driven development, Improving the profitability of certain titles under operation |
Items this document does not state (18)
These are items the company does not state in this document. We do not leave them blank, nor fill them in from other sources or by inference.
The reasons the company gives
The company's own explanation, not something inferred from the numbers.While HUNTER×HUNTER NEN×SURVIVOR contributed to revenue and profit, losses resulting from profitability issues with certain titles under operation and continued development investment weighed on profit. The full-year earnings forecast has not been disclosed because the competitive environment in the mobile gaming market has changed significantly, making it difficult to formulate and publish a reasonable and reliable forecast.